#version 450

// out gl_PerVertex { vec4 gl_Position; };

layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inUV;

layout(location = 0) out vec2 outUV;

void main() {
	gl_Position = vec4(inPosition, 1.0f);
	outUV = inUV;
}
